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Digital Game-based learning (DGBL) model and development methodology
for teaching history
NOR AZAN MAT ZIN
Faculty of Information Science and Technology
Universiti Kebangsaan Malaysia
43600 Bangi
MALAYSIA
AZIZAH JAAFAR
Faculty of Information Science and Technology
Universiti Kebangsaan Malaysia
43600 Bangi
MALAYSIA
WONG SENG YUE
Faculty of Information Science and Technology
Universiti Kebangsaan Malaysia
43600 Bangi
MALAYSIA
Abstract: - History subject plays a vital role in instilling the spirits of patriotism among the students; to nourish and
instill love and loyalty to one’s country and to be a true citizen.The lack of creativity in history teaching caused
students to become bored and lose interest in the subject.Digital games, an interactive technology can foster learning
process effectively and interestingly especially among young learners. Digital Game Based Learning (DGBL)
approach utilizes the game as a medium for conveying learning contents. There are many models for educational
games development which combined the Instructional Design (ID) and game development process. However, there is
still a conflict on how to merge ID and game development effectively. Therefore, we looked into the pedagogy and
game design aspects. We then propose a DGBL model for History educational games design and a
developmentmethodology which combined the ID and game development process, named DGBL-ID model. The
DGBL-ID model consists of five phases: analysis, design, development, quality assurance as well as implementation
and evaluation.
Key-Words: - serious games, DGBL, Instructional Design (ID), History educational game, video games
1 Introduction History subject plays a vital role in instilling the spirits
of patriotism among the students; to nourish and instill
love and loyalty to one’s country and to be a true citizen.
Teaching and learning of history is appropriate for
students’ intellectual, spiritual, emotional and physical
development. However, studentsperceived history
subject is difficult and very boring subject because one
has to memorize all facts in the text book besides
understand those facts, concepts, time and historical
events. The lack of creativity in history teaching caused
students to become bored and lose interest in the subject.
There are few studies shown that majority people
have experience in playing digital games. Nowadays,
digital games have been used in education that called
educational games. They use educational games as
teaching and learning tool in some subjects, such as
mathematics, science, history and language learning.
Digital games (video games or computer games) are
positively accepted among children and teenagers [1]. In
United States, Video game industry approaches yearly
revenues of 15 billion, with the game playing
population falls between the ages of 10-34 years old, the
majority are between 14-19 years old [2].A preliminary
study conducted in 16 local secondary schools involving
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341 students found that majority of them (92.1%) have
experienced playing computer or video games [1].
Games are played primarily for entertainment [3].
Games especially computer games are an important part
of leisure lives for young people.Computer games also
become one of the favorite online activities for
teenagers [4]. The most popular computer games
include role playing games, real time strategy games,
shooting and fighting games, adventure games, action
games, puzzle games and chess games [5].Games have
been integrated into education to form an innovative
educational paradigm [6]. Online game has been applied
to education in Korea as it has been used extensively [7].
Digital games, an interactive technology within the
multimedia learning environment could foster learning
process effectively and interestingly especially among
young learners. Despite the enormous potential of
DGBL, it is still difficult to integrate games into
curriculum of formal education. This is because of the
difficulty in identifying their relevance to the
curriculum, potential benefits and practical integration
method [5]. Researchers and game designers have noted
this promising technology and proposed some
frameworks and models to foster multimedia learning
environment[6]. The researches data also shown that the
use of games in education is perceived as a useful tool
for learning and destined to engage students in
educational experiences for achieving specific learning
goals and outcomes [8, 9].
DGBL is a paradigm which utilizes the game as a
medium for conveying the learning contents, it is all
about leveraging the power of computer games to
captivate and engage endusers for a specific purpose,
such as to develop new knowledge and skills [10].
DGBL is also defined as an applicationwhich uses the
characteristics of video and computer games to create
engaging and immersive learning experiences for
delivering specified learning goals, outcomes and
experiences [11]. DGBL is widely adopted in
manufacturing, energy/utilities, computer technology,
higher education, retail, financial, telecommunications,
pharmaceutical, hospitality, construction, computer
software, public departments and healthcare sectors
[10]. The intention of DGBL is to address new ways of
ICT based instructional design and at the same time
toprovide learners the possibility to acquire skills and
competencies [12].
In this paper, we do a preliminary analysis and
document analysis to find out the problems in teaching
and learning history. We also reviewedprevious studies
in the methodology development of educational games.
Then, we propose a DGBL Model for History
educational game designand the development
methodology for History educational games which is
based on ID andgame development models.
2 Teaching and learning of history This section discusses the problems in teaching and
learning of history, the GBL approach to teaching and
learning of history and the proposed components in
GBL Model for history courseware design. We also
present results of preliminary analysis carried out at
local secondary schools.
2.1 Problem of learning History subject According to Azwan et al. [13], Curriculum
Development Division reported that history subject is
known as a ‘dead’ and boring subject. In addition, our
society presume that history subject do not have
commercial value. Furthermore, the problems faced by
history teachers is that student have no interest in
studying history subject.
Students’ impression of history subject is that it is
difficult and very boring because one has to memorize
all facts in the text book besides understand those facts,
concepts, time and historical events [14, 15]. These
students’ attitude has indirectly caused the decrease in
passing percentage for Malaysian Certificate of
Education (SPM) examination and Higher School
Certificate of Malaysia (STPM) [15]. Failing percentage
of history subject for SPM examination in 2005 SPM
was 25.6% [16].
This failing percentage increased to 34.3% in 2006
[16, 17,18]. Failing percentage for history subject in
2005 STPM was 45.11% [19]. History was one of the
subjects showing a decrease of more than 3% in passing
percentage in SPM, thus necessitate a detailed analysis
and study for this poor performance [20].
Moreover, a study by Rozita and Zaliza [15] found
problems with history learning such as students’
attitude; namelylazy to read, read but did not memorize
facts, not interested in history subject, student interested
but have to memorize too many facts, cannot manage to
master the themes and the teaching and learning which
is not effective. The lack of creativity in history
teaching caused students to become bored and lose
interest in the subject [13].
History teaching in school is less challenging for
students’ mind and intellectual development and
learning by rote memorization also does not encourage
students’ analytical and critical thinking [14].
2.2 Findings from Preliminary Analysis A preliminary analysis was carried out to identify
problems and to determine the requirements to
overcome these problems. We did a document analysis
of SPM performance report from year 2002 to 2005
[16]. The report indicated that students in moderate
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performance group are able to give good historical facts
but did not give suitable examples, and/or gave long
irrelevant elaboration. Students in low performance
group commented the questions without giving answers
and repeated the same facts, answered one/two
questions, did not understand questions and weak in
language style. As for structured questions, students are
confused, thus mixing all historical facts. They lacked
understanding and do not use historical facts properly.
Performance report (2002-2003) indicated that overall
students’ performance is less satisfactory. The report
(2005) also indicated that students still did not answer
questions properly but gave abstract answers.
Further investigation was carried out using
questionnaire and interview. Respondents for this study
are 582 form four students and fifteen teachers fromfive
local secondary schools in Selangor. Results show that
79% of students have problems when learning history.
Difficulty in memorizing facts is the main problem
faced by 69% of the students. Teaching media such as
boring text books also cause students to lose interest and
thus face problems when learning history. Table 1
shows details of problems faced by students. Problems
faced by students from teachers’ perception (Table 2)
also include difficulty in memorizing facts,besides
having no interest in history.
Table 1 Problems in history learning from students’
perception
Problems in history learning Percentage
(%)
Have no interest in history
because of teaching media
such as boring text books.
44.5
Have no interest in history
because of teacher’s boring
teaching method.
15.8
Lack of teaching aid/material
used by the teachers.
16.5
Lack of history references. 19.6
Did not get clear descriptions
about the historical events.
38.8
Difficult to memorize
historical facts.
70.6
Did not understand history
context.
37.3
Other. 7.9
This finding is supported with data from the
interview of form four history teachers [21, 22, 23]. The
problems are mainly that students are not interested in
learning history and have difficulty in memorizing too
old and too many historical facts. Noraini [22] also
mentioned that students have no interest in history
learning because there is too much and too boring text
contents. Additional problems are lack of teaching
aid/material and not proficient in Malay Language.
Interviews with history teachers [21, 22, 23, 24, 25]
also showed that there is currently no history
courseware used in schools. They agreed that game
based learning can help by providing interactive
elements for visualizing the continuity of historical
events. They also supported the development of history
courseware using GBL approach to increase students’
interest and performance inhistory [23] and to reduce
students’ boredom with history learning [25].
Findings from this survey also indicated that, 92%
students have experienced playing digital games. 27.7%
of them played games for less than 1 hour per week
while 16.4% played for 1 hour per week. Table 3 shows
students’ frequency of playing games.
Table 2 Problems in history learning from teachers’
perception
Students’ weaknesses in history
learning
Percentage
(%)
Did not get clear descriptions
about the historical events.
66.7
Difficult to memorize historical
facts.
100
Did not understand history
context.
60
Have no interest in learning
history.
100
Lack of history reference. 0
Other. 26.7
Table 3 Frequency of playing digital/electronic games
Frequency Percentage (%)
<1 hour/ week 27.7
1 hour/ week 16.4
2 hour/ week 15.8
3 hour/ week 13.6
4 hour/ week 5.6
>4 hour/ week 13.6
Different platforms for digital/electronic games are
television based system (such as the Sony PlayStation®
series, Nintendo GameCube™, Microsoft’s Xbox®,
Xbox 360™), Computer/PC-based DVD-ROM or CD-
ROM, Games-specific handheld consoles (such as
Nintendo’s Game Boy® and DS™ series, Sony’s
PSP™) using button and joystick control and other
handheld unit [mobile computer, mobilephones,
Personal Digital Assistants (PDA)]. Table 4 shows the
percentage of students using different platforms for
playing games, 66.7% use other handheld unit. Table 5
shows the percentage of students playing different types
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of digital/electronic games. Most popular genres are
racing games (66.7%) and adventure games (62.1%).
Table 4 Percentage of students using different platforms
for playing digital/electronic games
Forms of digital/electronic
games
Percentage
(%)
Television based system (Sony
PlayStation® series, Nintendo
GameCube™, Microsoft’s
Xbox®, Xbox 360™)
61.6
PC-based DVD ROM or CD
ROM
58.8
Games-specific handheld
consoles (Nintendo’s Game
Boy® and DS™ series, Sony’s
PSP™) with using button and
joystick control)
41.8
Other handheld unit [mobile
computer, mobile phones,
P.D.As (Personal Digital
Assistants)]
66.7
Table 5 Percentage of the students playing different
types of digital/electronic games
Types of digital/electronic
games
Percentage (%)
Tactical shooters 42.4
Role playing 18.6
Racing 67.2
Car combat 26.6
sports game 50.8
adventure games 62.1
Fighting games 55.9
Combat Sims 19.8
Puzzle games 42.4
Rhythm games 21.5
Other 4.0
Table 6 Percentage of students and their reasons for
playing digital/electronic games
Reasons why I like to play
digital/electronic games
Percentage
(%)
Fun. 72.9
Fill up free time. 62.7
Enthusiastic with adventure
activity.
29.9
To show ability. 30.5
Enthusiastic with fantasy
world.
45.2
Other. 6.8
Furthermore, 83.6% of the students stated that they
like to play digital/ electronicgames, one reason being
gaming is fun, while 62.7% play games just to fill up
their free time. Table 6 shows the percentage of students
and their reasons for playing games. Table 7 presents
the advantages of playing digital/electronic games.
Table 7 Percentage of students rating the advantages of
playing digital/electronic games
Advantages of
playingdigital/electronic
games
Percentage
(%)
Fun. 53.7
Improve electronic gaming
skills.
39.0
Calming the thought. 49.2
A method to fill up the free
time.
50.8
Increase creativity. 47.5
Other. 5.1
In conclusion, many students surveyed have played
digital games previously, mostly using handheld units
such as mobile phone and PDA. Most of them played
racing and adventure games. 83.6% students like to play
games and 69.5% students stated that playing digital
games bring advantages to them. Findings from this
preliminary analysis showed that the main requirements
of game based history courseware are: illustrate history
facts clearly, increase students’ interest to learn history
and learn history through creative experience. Table 8
shows the requirements of GBL history courseware
from students’ perception.
In summary, key findings fromthe preliminary
analysis are: (1) types of problems faced by the students
in learning history; (2) need for interesting, creative
teaching approach such as interactive history
courseware to encourage history learning; (3) GBL
approach has potential to be used in the development of
interactive courseware to increase students’ interest in
learning history via an entertained experience; (4) 3D
and multimedia technology should be used in
development of interactive history courseware to
illustrate historical facts clearly thus increase history
learning.
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Table 8 Requirements of a GBL courseware from
students’ perception
Requirements Percentage
(%)
Animate historical personality in
a virtual environment to enable
users to visualize the truth
through role playing.
61.6
Animated history event in a
virtual environment to enable
users to visualize the truth
through role playing.
54.8
Challenging adventure element. 53.1
Audio element for attraction to
history learning.
52.5
Video element for attraction to
history learning.
58.8
2D animation for attraction to
history learning.
22.6
3D animation for attraction to
history learning.
58.2
Graphic element for attraction to
history learning.
49.7
Adaptive learning based on
individuals’ ability.
48.0
Increase students’ interest in
history learning.
66.7
Learn history via an entertained
experience.
65.5
Illustrate historical facts clearly. 70.6
Other. 1.7
3 Current research in development
methodology of educational games According to Smith and Ragan [26], Instructional
Design is a systematic and reflective process of
interpreting principles of learning and instruction into
plans for instructional materials, activities, information
resources, and evaluation. Instructional designers need
to analyze, plan, implement and evaluate in such a way
that their work will do the most good with the least
harm, and to learn from mistakes to improve.
For the game development methodology, Thompson
et al. [27] stated that the digital games development
process consist of new game proposals, multiple idea,
concept selection, game development, game testing and
game launch.However, Phil Co [28] stated that the
digital games development process consist of pre-
production, high concept, design document,
prototype/demo, production, alpha testing, beta testing,
final candidate and GoldMaster.
Currently, there are a few studieson methodology
development for educational games. Simulation-Games
Instructional Systems Design Model (SG-ISD) is a
model proposed by Kirkley et al. [29]which support the
integration between development process of
Instructional Systems and game development. The
phases of SG-ISD consist of analysis, concept, design
and quality assurance. They have integrated SG-ISD
Model into a prototype authoring system which supports
the upfront analysis and design process while enabling
any game engine to be used as the development and
delivery platform. They have studied ADDIE model,
spiral design approach, user-centered instructional
design and Waterfall development model for game.
There are no other details mentioned after the design
and quality assurance phase.
According to Han and Zhang [5], Quasi Game
Based Learning (Quasi-GBL) is an instructional method
which integrates game elements with role play in
collaborative learning for the undergraduate course
“Software Engineering”. In Quasi-GBL, seven basic
elements including goal, rule, competition, challenge,
fantasy, safety and entertainment are embedded into
roleplaying and manifest themselves in the forms of real
problems, individual tasks and group collaboration,
scores, puzzles, awards and replays. Seven steps are
involved in Quasi-GBL which comprised grouping,
nomination, nomination of project manager, nomination
of other roles, requirement analysis, design,
implementation and deployment. However, application
of Quasi-GBL processesis confusing, andthe activities
or steps involved in all phases were not well explained.
Ho et al. [30] studied games based e-learning design
and developmentof Virtual Filial Piety Legend which
consists of analysis phase(learning goal and learner
analysis), development phase (deciding the learner’s
role and situation, demonstrations of problem models)
and creative phase (problem analysis and selection as
well as evaluations). However, they did not mention the
game development process in methodology. On the
other hand, Games for Activating Thematic
Engagement (GATE) is a design theory intended to
provide specific guidance to instructional designers on
how to design and implement video games for engaging
learners in a given topic or field [31]. GATE consistsof
activities of developing the context, problem space or
world of experience; preparing learners to benefit from
game and implement game as designed; and providing
feedback to the learner.
Flanagan and Nissenbaum [32] alsostudied a
methodological framework named Value at Play (VAP)
which was developed to foster values integration into
the design process through the creation of a toolkit. The
VAP framework has been further developed through
work with RAPUNSEL, a dance game to teach girls
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about programming. The VAP approach comprises
three “constitutive” and iterative activities named
discovery, translation and verification. This
methodology did not mention instructional part for
game design methodology.
Hays [33] proposed a systematic approach for
instructional game design, involving three main parts;
understanding the instructional environment (develop
problem statement, develop instructional objectives and
select game strategy), develop the game (develop game
model, develop students’ role in game and develop rules,
events and winning criteria) as well as implement and
evaluate the game (develop supporting game resources,
evaluate game compared to alternate instruction &
modify game based on results of evaluation). The
weakness in this approach is that the methodology
follows just a linear path, there is no iterative way
should problem occurred in any of the steps.
Rothschild [34] studied the principles of good game
design and learning.They merge instructional and game
design results in the JUMP Into Reading for Meaning
(JUMP) game. Content specialists created and
organized instructional content to support the program
requirement while game and instructional design
specialists integrated the content into a game design that
used the key game characteristics of fantasy, rules and
goals, sensory stimulus, challenge, genre and form
mystery, control and mystery.
There are a few shortcomings in the development
methodology for DGBL from the studies reviewed: (a)
do not explain instructional part clearly in game
development methodology; (b) methodology is just a
linear process, does not providefor iterative
development process; (c) some phases or activities in
the methodology model are not clear.These are the gaps
need to fill up with the detail model for educational
game development. The educational game development
methodology should include ID part and game
development part so that can increase the learning
effectiveness through an educational game. To develop
an well educational game, all activities must clear and it
is an iterative process.
4 DGBL Model for History educational
games design Several previous studies showed that there are a
growing number of researchers exploring the potential
of digital games for engaging students in learning
experience. They studied how to develop a model which
can support ID for effective design and integrating game
process in a learning environment efficiently. Therefore,
we believe that DGBL approach has the potential to
help overcome problems in history learning, especially
for the younger IT generation students.
Games were subdivided by time and by place. There
are four types of games, which are synchronous/ central
game, synchronous/ distributed game, asynchronous/
central game and asynchronous/ distributed game [35].
This history educational game is synchronous/ central
game. This game session usually take place
synchronously, group of students come together in a
classroom. The sessions will take an hour, twice a week.
Students will communicate by face to face meetings.
There are a lot of opportunities for informal
communication like non-verbal communication and
small-talk, for example asking for help. The session is
also not interrupted and external disturbances can be
avoided. Students cannot block the progress of the game
and speed of play is high and intensive [35].
We proposed components in the form of a Model
for history educational games design using DGBL
approach as shown in Fig. 1.The main components
identified are pedagogy and digital games. For the
pedagogy component, several elements are elaborated
as follows:
(A) Learning goal setting
A clear learning goal setting in history courseware
design with DGBL approach is important to help
accomplish the learning goals for history learning.
(B) Learning theory setting
Selection of suitable learning theories for history
learning is important to foster the learning process
effectively.
(C) Educational Psychology
Educational psychology is a discipline concerned with
the overall teaching and learning process, for example,
the influence of development and differences among
individuals on the process of learning [36]. Therefore,
educational psychology is one of the crucial
components in history courseware design for delivering
an effective history lesson to learners.
(D) Country curriculum needs
Each country has different curriculum.Integrated
Curriculum for Secondary School (KBSM) is a
curriculum used in Malaysian schools. Therefore,
KBSM components need to be considered for DGBL
approach to history courseware design to ensure that the
courseware meets the curriculum needs.
(E) Patriotism and moral value
Patriotism and moral values embedded in history
learning through a history courseware with DGBL
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approach is important to foster the spirit of loyalty to the
country.
(F) Memorization and forgetting theory
According to Davidovitch et al. [37], the learning
process comprised of forgetting components, which is
applicable when the learning phase is ended or when the
learning process includes breaks. A study on the process
of learner memorization and how forgetting occurred
especially in history learning, is important for designing
a history courseware which can help the student to
memorize history more effectively.
For the Digital Game, several components that need
to be considered during designinclude:
(A) Game story’s background
BackgroundStoryof every game is important as it shows
how historicalevents happened. Features of each events
which consist of date, location and time need to be
designed properly and not digressed from original
historical facts stated in history syllabus.
(B) Rules
Clear instructions and rules for every game are very
important. It is a guideline and regulations for learnersto
follow when they are involved in the game play.
(C) Immersive
The game design should make learners feel immersive
and absorbed when involved in each game play.
Fig. 1 Proposed components in DGBL Model for History educational games design
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(D) Enjoyment
Enjoyment is a crucial component that makes the
learners enjoy with the game play. Without enjoyment
of game play, learners will simply give up the game
play.
(E) Feedback
Learner’s feedback is the instant learning response in
the game. The user interface design in the game design
should make it easy for learners to give feed back to the
game.
(F) Multimedia technology
Multimedia effects with 2D or 3D animations,
immersive graphical environment and imitative
soundare important to attract learners to involve
themselves in every game play.
(G) Challenge & competition
Every student has different abilities for every game play.
Challenge of one game play should match learners’ skill
level without being boring and not tolet them give up
easily. Competition setting for each history game design
is important for game level and so is the difficulties
setting.
(H) Reward/Award
Reward/award is one of the ways to motivate learners to
continue the game play and overcome the difficulties of
each game level.Students’ engagement and cooperation
among students in every game play is the way of giving
mutualsupport in history learning together
towardsaccomplishing the learning goal.
5 Development methodology for History
educational games design History educational games development process
focused on development methodology to produce game
based multimedia educational application. An
educational game design and development model is
developed based on ID and game development
methodology. Fig. 2 illustrated the proposed
methodology in the form of digital game based learning-
ID model (DGBL-ID). Each phase consist of activities
which need to be accomplished before moving on to the
next phase. The DGBL-ID model consists of five phases,
which are analysis phase, design phase, development
phase, quality assurance phase as well as
implementation and evaluation phase. Each phase
consists of a few steps to be completed. The phases
mentioned include all the main activities for
instructional part and game part so that the educational
game will enable students to learn while they are
playing games.
Previous research studiedshowed the models or
steps for educational game development, but did not
explain details for each phase or step.
For DGBL-ID Model, we will test the quality and
content of the educational game before we launch to
learners. After the quality assurance phase, we will
launch the game and do the usability and effectiveness
evaluation to make sure that learners learn effectively
when they are playing the immersive game. After the
quality assurance phase, we do not go back to design
phase, but we just do a modification to improve the
game since it take a long time to re-design the game,
determine specification, implement and testing again.
Analysis phase includes the process of
determination learning goal, learning analysis as well as
problem and requirement analysis. Problems faced by
the students in history learning and the students’
readiness for digital game based learning was analyzed
via interview and questionnaire. Students’
characteristics such as students’ learning style and their
existing knowledge were also analyzed. Game idea for
the digital game based courseware was also determined
in this phase. Then, the types of game platform (such as
television platform, computer platform or mobile phone
platform) and game features are analyzed and selected.
Game platform and game features’ strength and
weakness will be analyzed so that it can help students
learn history in a suitable game environment.
In design phase, teaching and game design were
determined. Delivery method and teaching strategy
which is used in educational game were determined so
that the outcomes of the design can help to achieve
learning outcomes. Constructivism, information
processing model, Tolman learning theory are the
teaching and learning theories used in the design of
History educational game. Inquiry, narrative and
problem solving are the teaching strategies used in
history educational game development. In game design,
storyboard for the History digital game based
courseware was built, the types of multimedia elements
(text, graphic, audio and video) were determined for
every game script and screen. Game play design also
play a vital role at this design phase, it shows how a
player play in an educational game. If a player need to
shoot an enemy, design of the game must be determined
either to use mouse click or joystick. Besides that, art
design is a design process of game’s character, game’s
environment, game’s background and game’s object
such as car, gun, ball and ship. Character’s features and
motion need to be designed before development phase.
In addition, the features of game’s level also need to
be designed and determined. Each game’s level needs to
be designed well from the beginning until the end of the
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ANALYSIS
DESIGN
DEVELOPMENT
QUALITY
ASSURANCE
IMPLEMENTATION AND
EVALUATION
START
END
Requirement and problem
analysis
Statement of learning objective
Determination of students’
characteristics
Determination of game idea
Definition of teaching
environment via game
Game designInstructional design
Develop lesson plan for History
subject
Evaluation and modification
Develop teaching
resources
Improve game’s quality
Check game’s content
Launching
Check game’s quality
Develop game prototype
Fig. 2 Digital Game Based Learning-Instructional Design Model (DGBL-ID) for History educational games.
WSEAS TRANSACTIONS on COMPUTERS Nor Azan Mat Zin, Azizah Jaafar, Wong Seng Yue
ISSN: 1109-2750 330 Issue 2, Volume 8, February 2009
game, such as trap and the types of challenge. Game’s
technical specifications such as types of tools which
need to be used are determined. As an example,
hardware and software specifications need to be
determined for computer platform to be used for the
digitalgame-based courseware. At the same time,
suitable programming language for the development is
determined. The types of lesson plan and teaching
resources which needs to be inserted in game menu
must be provided before development of educational
game prototype. Everything about the lesson plan such
as learning outcomes, teaching syllabus and teaching
plan need to be inserted in the educational game.
Teaching resources such as historical photos of people,
and buildings need to be collected before the
development of educational game.
To develop the prototype (development phase), the
types of game technology need to be determined. The
history character can be modeled via modeling software
such as 3D Studio Max or Maya.In this research,
Virtools is selected for developing this 3D educational
game. Game’s level isthen developed, followed by the
difficulty level. Player’s data and score will be saved in
database of the prototype. Player’s role and situation
also need to be determined for the prototype
development.
During the quality assurance phase, the educational
game prototype which is well developed will be tested.
The prototype’s quality will be checked before
implementation. The prototype will be tested via play
testing, alpha testing and beta testing. Alpha testing is to
test whether the game can be played from the
beginninguntil the end. Beta testing will test for errors
such asgame’s interactivity. For example, the game
character can walk through the wall and texture
mapping error for game character and game
environment. This checking is a must to ensure the
educational game prototype will not have error when the
players play the game. In addition, game’s features will
be improved by solving the problems caused by the
game’s error. The game’scontent will also be checked to
ensure compliance tolearning outcomes and learning
contents based on the syllabus.
For theimplementation and evaluation phase, the
prototype will be developed and tested completely. It
will be launched in Compact Disc (CD) form. This
educational game will be installed in school computer
lab for evaluation. The effectiveness and usability
ofPMIS prototype will be evaluated by target users-
form four students who took History subject.
6 Conclusions Educational games have become a huge research which
enabled players to learn some knowledge while they
play in an immersive game environment. Since students
and teachers perceived history as a boring subject
because it is difficult to memorize facts, we believe that
history educational games can be used as an alternative
to foster history learning in an entertained experience.
Therefore, we propose a DGBL model for History
educational game design and a
developmentmethodology, DGBL-ID for History
educational gameswhich blend the instructional design
process and gamedevelopment process.
7 Acknowledgements The authors would like to acknowledge MOHE for
partly funding this project under the grant UKM-GUP-
TMK-07-03-037 and we thank all individuals and
organizationswho have contributed to this study.
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